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Magnum's Tome of Unshackled Spells

The document is a disclaimer from Sarsen Games Ltd. emphasizing fair and respectful gameplay in Dungeons and Dragons, particularly regarding abilities that can alter or harm characters. It also introduces 'Magnum's Tome,' a spellbook containing various spells and incantations, along with a narrative from the character Magnum, who urges players to use his knowledge to continue his legacy.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (2 votes)
895 views154 pages

Magnum's Tome of Unshackled Spells

The document is a disclaimer from Sarsen Games Ltd. emphasizing fair and respectful gameplay in Dungeons and Dragons, particularly regarding abilities that can alter or harm characters. It also introduces 'Magnum's Tome,' a spellbook containing various spells and incantations, along with a narrative from the character Magnum, who urges players to use his knowledge to continue his legacy.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 154

Disclaimer from Sarsen Games ltd.

The contents of this book is designed to enhance and elevate your Dungeons

and Dragons experience. Sarsen Games ltd implore players and Game

Masters to adopt a fair and respectful playstyle when using any content that

refers to abilities that alter, influence or debilitate.

We urge gamers to use this content sensibly and respectfully; we do not

condone the use of this material for any fictional story-telling that reflects

the abuse or violation of a character and are not responsible for any misuse

of content by players or Game Masters.


en I am de ad, an d my life's work
this, th
If you're reading
had been lost...

My name is Magnum, once an Arch-Mage of the material plain I


am now reduced to a prisoner of Neth. Neither alive nor truly dead I
linger - my only tether to the mortal world being the magic imbued
within the pages of my spell book.

Somehow, you have found it...Wizards, Assassins and Creatures of


the Upper Plains have sought the power within this tome for
centuries; Yet...through everything, through the rise and fall of
civilisations, and the passing of stars and gods....it chose to reveal itself
to you?
In its pages you will find spells and incantations long-since lost to
your world. In life I sought to learn from them all; I travelled the
material plain and documented the most well-kept secrets of every
caster to have ever roamed the land, and I did it all just in time...

Now it is your turn. Take up my mantle, use my knowledge and show


the world the true power of Magnum's Tome. No longer will I be
forgotten; no longer will my legacy rot. For good or evil, I care not -
just set it free! Through you my work will be remembered. Through
you it will be freed from the ruins of time! Through you, I will
be...unshackled.

Magnum Magebane
Contents
08 - Wall of Crystal 31 - Lunar Light
09 - Conjure Plants 32 - Storm Roar
10 - Doom Bloom 33 - Power Word Know
11- Water Whip 33 - Memry's Opus Corpus
12 - Pyroclastic Surge 34 - Sand Shift
13 - Feather Blade 35 - Artorius' Porangi Clap
14 - Venom Rain 36 - Inavari Crescent Sweep
15 - Thorn Throw 36 - Splinter Shot
15 - Moon Dust 37 - Yuriboz's Impromptu War Wagon
16 - Stone Glare 38 - Enervate Senses
17 - Sonic Boom 39 - Witherwind
18 - Death Meadow 39 - Seraphic Justice
19 - Summon Bookworm 40 - Tar Pit
19 - Veil of Ash 41 - Eden Seed
20 - Exploding Corpse 42 - Northern Waters
21 - Wall of Metal 42 - Quicksand
22 - Scale Skin 43 - -Meric's Fortify Health
22 - Ice Armor 43 - -Banshee Shriek
23 - Titan's Might 44 - Comet of Chaos
24 - Wall of Souls 45 - Comet of Chaos
25 - One Thousand Cuts 46 - Ghost Galley
25 - Wisp Trail 47 - Fire Tongue
26 - Smoke Screen 47 - Frost Tongue
26 - Dune 48 - Investiture of Metal
27 - Lowii Growth 48 - Bubonic Belch
28 - Nailo's Hanging Homes 49 - Cold Blood
28 - Spirit Limbs 49 - Divine Tracking
29 - The Root Way 50 - Bile Fanf
29 - Lava Ball 51 - -Cocoon
30 - Power Word Convert 52 - Pilferbreath
53 - Steam Geyser 80 - Mimicry
54 - Mudslide 81 - Dart of Darkness
55 - Avalanche 82 - Glyph of Stasis
56 - Astral Eruption 83 - Glyph of Stasis
57 - Power Word Antidote 84 - Vile Tide
58 - Cacophony 85 - Postulant's Respite
59 - Control Metal 85 - Stomp
60 - Cerebral Smash 86 - Stampede
61 - Monsoon 87 - Stampede
62 - Shadow of Madness 88 - Call of the Void
62 - Spectral Spike 89 - Starfall
63 - Ravine 90 - Bones of the Moon
64 - Mental Mutiny 91 - Bones of the Moon
65 - Power Word Push 92 - Shatterblade
66 - Dawn Shield 93 - Hymn of the Ancients
67 - Toxic Touch 94 - Pustulant Pox
68 - Censer 94 - Sheild Throw
69 - Arrow's Mark 95 - Magma Tide
70 - Power Word Teleport 96 - Investiture of Wood
71 - C-Sharp 97 - Ensorcelled Snare
72 - Sacrosanct 98 - Winter's Bite
73 - Hydro-Nova 99 - Bones of the Sea
74 - Inner Flame 100 - Quagmire
75 - Aegis of the Weak 101 - River's Wrath
75 - Power Conduit 102 - Apex Arrow
76 - Sap Life 102 - Rot Foot
77 - Liquify Mind 103 - Bones of the Forest
78 - Wall of Flesh 104 - Fate Weave
79 - Thunderfoot 105 - Sulfuric Stifle
106 - Snow Flurry 134 - Character Sheet
107 - Psychic Schism 135 - Spell Sheet
108 - Air Walking 136 - Pontifus Character Sheet
108 - Blood Fury 137 - Pontifus Spells and Bio
109 - Awaken Construct 138 - Minerva Character Sheet
110 - Eldritch Tendril 139 - Minvera Spells and Bio
111 - Discombobulation 140 - Hod Character Sheet
112 - Hexplosive Trap 141- Hod Spells and Bio
113 - Faerie Sparks 142 - Rose Character Sheet
114 - Sanguine Scent 143 - Rose Spells and Bio
115 - Magnetosphere 144- Munch Character Sheet
116 - Vial of Chaos 145 - Munch Spells and Bio
117 - Subtitle Page 146 - Alphabetical Spell Glossary
118 - Character Sheet 147 - Alphabetical Spell Glossary
119 - Spell Sheet 148 - Alphabetical Spell Glossary
120 - Character Sheet 149 - Notes
121 - Spell Sheet 150 - Notes
122 - Character Sheet 151- Notes
123 - Spell Sheet 152 - End Credits
124 - Character Sheet
125 - Spell Sheet
126 - Character Sheet
127 - Spell Sheet
128 - Character Sheet
129 - Spell Sheet
130 - Character Sheet
131 - Spell Sheet
132 - Character Sheet
133 - Spell Sheet
The Caster's Key
This explains what spells
are performed by which
travels there were patte casters. On my
rns, but I believe the ch
oice is now yours...

Wizards

Sorcerers

Bards

Rangers
Clerics

Paladins

Monks
Warlock

Druids
Artificer

Bloodhunter
Wall of Crystal
3rd level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M, (a small piece of Quartz crystal)
Duration: Concentration, up to 1 minute.

You create a wall of white sparkling crystal on a solid surface

within range. You can make the wall up to 30 feet long, 10 feet high,

and 1 foot thick. The wall is transparent and emits dim light in a 15 foot radius

for the duration. Once the spell has ended the crystal wall disappears.

If the wall cuts through a creature's space when it appears, the creature within it's

area is pushed to one side of the wall and must make a Dexterity saving throw. On a

failed save, the creature takes 4d6 radiant damage, or half as much on a successful

save.

The wall is an object that can be damaged and thus breached. It has an AC 13 and

20 hit points per 10 foot section. Reducing a 10 foot section of the wall to 0 hit

points destroys it and leaves behind an area of difficult terrain in the 10 foot wide

space.

All sides of the wall deal 2d6 radiant damage to each creature that ends its turn

within 5 feet of either side. A creature takes this damage when it enters the wall for

the first time on a turn or ends it's turn there.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot above 3rd.

08
Conjure Plants
3rd level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 hour.

You call on nature to aid you, and summon plants that rise from the

earth and appear in unoccupied spaces that you can see within

range. Choose one of the following options for what appears:

One plant of challenge rating 2 or lower

Two plants of challenge rating 1 or lower

Four plants of challenge rating 1/2 or lower

Eight plants of challenge rating 1/4 or lower

The plant disappears when it drops to 0 hit points or when the spell

ends. The summoned plants are friendly to you and your

companions. Roll initiative for the summoned plants as a group,

which has its own turns. They obey any verbal commands that you

issue to them (no action required by you). If you don't issue any

commands to them, they defend themselves from hostile creatures,

but otherwise take no actions. The DM has the creature's stats.

At Higher Levels. When you cast this spell using certain higher-
level Spell Slots, you choose one of the summoning options above,

and more plants appear - twice as many with a 5th-level slot, three

times as many with a 7th-level slot, and four times as many with a

9th-level slot.

09
10

re d spells
fav o u
n e o f the D r uids o
f
O t
corrup ...
of the h i ll in g visit
i...a c
Xanth

Doom Bloom
6th level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S, M, (a single burnt seed soaked in blood)
Duration: Instantaneous

Crumbling the seed in your hands, you corrupt the lifeforce of a

target you can see within range. The target must make a Constitution

saving throw. It takes 6d8 necrotic damage on a failed save, or half

as much damage on a successful one. This spell has no effect on

undead or constructs. A humanoid killed by this spell explodes into a

twisted mess of brambles, blood and bone. Each creatures within 5

feet of it must make a Dexterity saving throw. A creature takes 1d10

piercing damage on a failed save or half as much on a successful

one. Any creature that fails their save is frightened until the start of

your next turn.


Water Whip spell
for
mb a t
e co it
a clos ick of
1st level conjuration
h e t h
s in t
Casting Time: 1 bonus action caster
Range: Touch
Components: V, S,
Duration: Concentration up to 1 minute.

Drawing moisture from the air, you create a coil of water that wraps

around your arm. The Water Whip takes a free action at the end of

each of your turns until the spell ends. You mentally command the

water to attack a creature within range otherwise the water takes no

actions. Make a melee spell attack against the target. On a hit, the

target takes 2d4 cold damage and if the creature is Large or smaller,

the target must succeed on a DC 12 Strength saving throw or suffer

one additional effect of your choice:

The target is knocked prone

The target is pulled 5 feet towards you

The target is pushed 5 feet away from you

11
Pyroclastic Surge
8th level evocation

Casting Time: 1 action


Range: Self (60-foot cone)
Components: V, S,
Duration: Concentration up to 1 minute.

You summon a wave of flame, smoke and lightning that shoots forth

from your outstretched hands. Each creature in the cone must make a

Dexterity saving throw. A creature takes 6d6 fire damage and 6d6

lightning damage on a failed save, or half as much damage on a

successful one. Every creature that fails the save is wreathed in

embers and volcanic ash, which ignites them. Until a creature takes

an action to douse the flames, the target takes 1d10 fire damage at

the start of each of its turns.

The ash hangs in the air after casting, making the area count as

heavily obscured as well as difficult terrain.

:
Note to self
do not wear
gloves while
casting...

12
13

e
d by th
Create ard
ar a k o cra Wiz
A ry
r n o r i f memo
Fa
Feather Blade .
serves..
1st level transmutation

Casting Time: 1 action, performed once per long rest


Range: Self
Components: V, S, M, (a feather)
Duration: Concentration up to 24 hours

When the spell is cast, 1d10 magical feathers form along each of your

arms. Each feather grants you an extra 5 feet of movement per turn

until the spell ends. As a bonus action on each of your turns until the

spell ends you may pluck one of the feathers and throw it as a ranged

weapon attack dealing 1d4 piercing damage, counting as magical for

the sake of overcoming resistances. Once a feather has been used in

this way it does not return to you and you lose the 5 feet extra

movement speed it granted.

At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d4, for each slot above 1st.
Venom Rain
6th level evocation
o
v a s t a ting t
De heavy
Casting Time: 1 action p s o f
grou s
Range: 60 feet
m o u r ed foe
Components: V, S, M,
ar
Duration: Concentration up to 1 minute

A torrent of poisonous, acidic rain begins falling above a 20 foot-

radius sphere centered on a point you can see within range.

Each creature in the rain when it appears, or that ends its turn there,

must succeed a Dexterity saving throw or take 4d6 acid damage.

Non-magical armour and shields suffer a permanent 1d4 reduction to

their AC each round that the wearer spends in the venom rain.

Armour and shields reduced to AC 0 are destroyed.

14
15

Thorn Throw
1st level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

Weaving together strings of natural magic, you create a large barbed thorn and

fling it at one creature within range. Make a ranged spell attack against the

target. On a hit the thorn lodges into the target and they take 1d6 piercing

damage and must succeed a Constitution saving throw. On a failed save the

target's speed is reduced by 10 feet until the start of your next turn. Casting this

spell again on the same target only requires a bonus action.

Moon Dust the Moon


Favoured by class
scinating sub
Druids, a fa
2nd level evocation
of
m a g ic of th e mountains
Casting Time: 1 bonus action of
Range: Self (15-foot cone) Gwari'h
Components: V, S,
Duration: Instantaneous

Your hands shimmer with an iridescent light. As you hold them out, a sheet of

sparkling dust shoots forth from your outstretched fingertips. Each creature in a 15-

foot cone in front of you must make a Constitution saving throw. A creature takes

2d6 radiant damage on a failed save, or half as much on a successful one. One a

failed save, a target is also blinded until the end of your next turn.
16

Stone Glare
7th level transmutation

Casting Time: 1 action


Range: Self (15-foot cone)
Components: V, S, M
Duration: Concentration, up to 1 minute

You turn your eyes to the creatures in front of you as you utter a series of

forgotten arcane words. Your eyes gather a sickly green glow and the air

becomes tense and heavy under your gaze. With a flash of green light, the air

within a cone in front of you hardens. Each creature with a body made of flesh

in that cone must make a Constitution saving throw. On a failed save, it is

restrained as they begin to petrify. On a successful save they aren't affected.

A creature restrained by this spell must make another Constitution saving throw

at the end of each of its turns. If it successfully saves against this spell three

times, the creature is no longer affected. If it fails its saves three times, it is

turned to stone and subjected to the petrified condition for the duration. The

successes and failures don't need to be consecutive; keep track of both until the

target collects three of a kind.

If the creature is physically broken while petrified. it suffers from similar

deformities if it reverts to its original state.

If you maintain your concentration on this spell for the full duration, the creature

is turned to stone permanently, until the effect is removed by some other means.

cient
sk il l fo r g e d by the an
A em
e n t folk . D o not look th
serp
in the eye!
Sonic Boom
3rd level transmutation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

Electric energy forms around you as you dash forward at incredible speed. As

part of this spell you move in a line to an unoccupied space that you can see

within range. Your movement doesn't provoke opportunity attacks, you are

immune to difficult terrain and can pass over gaps providing you end your turn on

solid land. While traveling in this way you are able to pass through creatures.

Whenever you pass through a creature they take 3d8 thunder damage and must

make a Constitution saving throw. On a failed save, they are also deafened until

the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
the damage increases by 1d8 for each slot above 3rd.

17
Death Meadow
8th level necromancy

Casting Time: 1 hour


Range: 120 feet
Components: V, S,
Duration: Until dispelled

You choose a point that you can see within range and infuse the

area with deadly necrotic power. The area can have a radius up to

60 feet, and the spell fails if the radius includes an area already

under the effect of the Death Meadow spell. The affected area is

subject to one of the following effects, determined each round by

a d6, re-rolling sixes. A creature is subject to this effect when it

moves inside the area each turn.

Death Dalia - A creature takes 10d8 necrotic damage and must make a
Strength saving throw. On a failed save they are knocked prone.

Cursed Crocus - A creature's ability score (chosen at random) is reduced

by 2d4, the reduction lasts until the target finishes a short or long rest.

Hex Rose - A creature takes 6d8 necrotic damage and is under the Hex spell

Blood Orchid - A creature takes 4d8 necrotic damage and you regain hit
points equal to half the amount of damage dealt.

Umbral Ivy - A creature takes 6d8 necrotic damage and


must make a Strength saving throw. On a failed save it

becomes restrained until the start of your next turn.

18
19
Summon Bookworm
1st level conjuration

Casting Time: 1 action


Range: Touch Very handy
Components: V, S, M, (ink worth 50gp that the spell consumes) in a rush...
Duration: 24 hours

You summon a tiny spirit worm upon the pages of a book within range. Ask it any

question you want and it will dive into the book and not return until it either finds the

answers, confirms that it is not in the book, or the spell ends. The spirit understands all

languages, but cannot translate information between them for the caster. The DM can

refer to the 'Researching' Rules for guidance.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you
summon an extra Bookworm for each spell slot above 1st.

Veil of Ash
3rd level transmutation

Casting Time: 1 action


Range: 30 feet
Components: V, S, M, (a pinch of ash)
Duration: Concentration, up to 10 minutes

You create a swirling aura of ash and volcanic cinders around

yourself or an ally within range. Any creature that moves within

5 feet of the wearer for the first time on a turn or ends its turn

there must make a Dexterity saving throw. A creature takes 1d10

fire damage on a failed save, or half as much damage on a

successful one.
Exploding Corpse
3rd level necromancy
n
n g l y vile i
stat i n
Casting Time: 1 action Deva t , b ut ca
Range: 60 feet comb a
ire...
Components: V, S, backf
Duration: Instantaneous

You reanimate the body of a recently dead humanoid creature that you

can see within range, it immediately begins to swell with unstable necrotic

energy. The corpse can only use its action to dash. Roll initiative for the

corpse, which has its own turn.

When you summon it you can issue a verbal command to it (requiring no

action by you), telling it where to go on its next turn. If you issue no

command, it doesn't move. Once it is within 10 feet of the nearest enemy

the corpse leaps towards them and explodes. Every creature within 10

feet must make a Wisdom saving throw. On a failed filed they take 3d6

necrotic damage and are frightened until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or
higher, the damage is increased by 1d6 for each spell slot above 3rd.

20
Wall of Metal
5th level evocation

Casting Time: 1 action


Range: 120 feet
Components: V, S, M, (a small piece of metal)
Duration: Concentration up to 10 minutes

The earth cracks open and a torrent of molten metal spews up and out of

the ground. You make the wall up to 30 feet long, 10 feet high, and 1 foot

tick, or a ringed wall up to 15 feet in diameter, 10 feet high and 1-foot

thick. The wall is glowing red-hot; on the 3rd turn after its casting, it cools

to a dull iron.

If the wall cuts through a creature's space when it appears the creature

with its areas is pushed to one side of the wall and must make a Dexterity

saving throw. On a failed save the creature takes 4d8 fire damage, or half

as much on a successful save.

The wall is an object that can be damaged and thus breached. It has and

AC 19 and 20 hit points per 1-foot section. Reducing a 10 foot section to 0

hit points destroys it and leaves behind an area of difficult terrain in the

space. Any creature that touch the wall while it is glowing red-hot takes

2d8 fire damage.

At Higher Levels. When you cast this spell using a spell of 6th level or
higher, the damage increases by 1d8, for each slot level above 3rd.

21
Scale Skin
5th level abjuration

Casting Time: 1 action


Range: Touch
Components: V, S, M, (a dragon scale)
Duration: Concentration up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as

dragon scales. Until the spell ends, the target's base AC becomes 15+

its Constitution modifier while they aren't wearing armour.

At Higher Levels. When you cast this spell using a spell slot of 6th level
or higher, the AC bonus increases by 1 for each slot level above 5th.

Ice Armour
ly
3rd level abjuration
l, b u t tremendous
Situationa e right ca
se...
o ng in t h
Casting Time: 1 action str
Range: Touch
Components: V, S,
Duration: 1 hour

You lay your hand on the target and encase them in a set of armour

made from sheets of solid ice and jagged frost. For the duration you

grant them immunity to cold damage and piercing damage as well

as resistance to bludgeoning damage.

If a creature hits them with a melee attack while they are wearing

Ice Armour then the attacker, and all creatures within 5 feet of them,

must make a Dexterity saving throw. A creature takes 1d6 cold

damage on a failed save or half as much on a successful one.

22
Titan's Might
2nd level transmutation

Casting Time: 1 action


Range: Touch
Components: V, S,
Duration: Concentration, up to 1 minute

You cause a creature you can see within range to grow larger for the duration

of the spell. If the target is unwilling it can make a Constitution saving throw. On

a success, the spell has no effect. Everything the creature is wearing and

carrying changes in size with it. Any item dropped by the affected creature

returns to normal size.

The targets size doubles in all dimensions and its weight is multiplied by eight.

This growth increases its size by one category (for example Medium to Large). If

there isn't enough room for the target to double in size, they attain the maximum

possible size in the space available. When the spell is cast, the target also gains

1d10 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the temporary hit points increase by 1d10 for each slot above 2nd.

23
24
Wall of Souls
ft e n u se d a s a defence
5th level evocation O
y the
mechanism b
...
Casting Time: 1 action
e c r o m a nc e rs of Ashigh
N
Range: 120 feet
Components: V, S, M, (a skull fragment)
Duration: Concentration, up to 10 minutes

Screams and howls erupt from the ground as a wall of ethereal

fire and skulls appear. You can make the wall up to 30 feet

long, 10 feet high, and 1 foot thick, or a ringed wall up to 15 feet

in diameter, 10 feet high and 1 foot thick. If the wall cuts

through a creature's space when it appears, the creature must

make a Constitution saving throw. On a failed save, the

creature takes 4d8 necrotic damage and the target's hit point

maximum is reduced by the same amount. The reduction lasts

until they finish a long rest.

When a creature enters the wall's area for the first time on a

turn or starts its turn there, they must make a Constitution

saving throw. On a failed save, the creature takes 4d8 necrotic

damage and the target's hit point maximum is reduced by the

same amount. The reduction lasts until they finish a long rest.

At Higher Levels. When you cast this spell using a spell slot of
6th level or higher, the damage is increased by 1d8 for each slot

above 5th.
25
One Thousand Cuts
9th level evocation

Casting Time: 1 action


Range: Touch
Components: V, S,
Duration: Instantaneous

As part of the action used to cast this spell, you must make 10 melee attacks with your

unarmed strike or monk weapon against one creature within the spell's range. On a

hit the creature takes 1 d100 non-magical slashing damage.

I've seen a monk kill a fully grown


Dragon with a single punch...magnificent...

Wisp Trail
1st level evocation

Casting Time: 1 action


Range: 500 feet
Components: V, S,
Duration: 1 hour

For the duration of the spell, for every 60 feet you move, you make a

friendly wisp where you last stepped. The wisp emits dim light in a 30-foot

radius and will only disappear when the spell ends or if you retrace your

steps. While you are within the spells range you have a telepathic link to

the wisps and can relay small pieces of information such as "danger"

"being followed" and "safe".


26
Smoke Screen
1st level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to1 hour

You create a 20-foot-radius sphere of smoke centered on a point within range.

The sphere spreads around corners, and its area is heavily obscured. It lasts for

the duration or until a wind of moderate or greater speed (at least 10 miles per

hour) disperses it. Each creature in the smoke when it appears or that ends its

turn there must succeed a Constitution saving throw or begin to suffocate.

While suffocating in this way a creature's speed is halved and it can survive for a

number of rounds equal to its Constitution modifier (minimum of 1). If the creature

does not leave the smoke screen in time, it drops to 0 hit points and is dying.

Dune
6th level evocation

Casting Time: 1 action


Range: 30-foot cone
Components: V, S,
Duration: Instantaneous

Your face grows gaunt as a torrent of sand and insects pour forth

from your unnaturally elongated mouth. Each creature in a cone in

front of you must make a Dexterity saving throw. A creature takes

6d6 slashing damage on a failed save, or half as much on a

successful one. The area of the cone counts as lightly obscured.

On failed save, a target with a wisdom of 10 or lower is also

frightened of you until the end of your next turn.


27

Lowii Growth
5th level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour

A giant carnivorous plant appears in an unoccupied space of your

choice within range and lasts for the duration. The creature is Large

and uses the stats of a Shambling Mound, but with these differences:

It has a movement speed of 0

It has a reach of 15 feet with the Slam attack


It has advantage against flying targets or targets in the air.

The plant disappears when it drops to 0 hit points or the spell ends.

The summoned creature is friendly to you and your companions. It acts

independently of you but will always obey your commands. In combat,

it rolls its own initiative and acts on its own turn. If you don't issue any

commands to it, it defends itself from hostile creatures, but otherwise

takes no action. The DM has the creature's stats.


Nailo's Hanging Homes
5th level transmutation
Handy when
travelling
Casting Time: 1 minute
Range: 150 feet
Components: V, S, M
Duration: 24 hours

You summon a number of plant-based shelters equal to your spell-

casting ability modifier. They hang down from beams, branches and

trees. They are well hidden and indistinguishable from other foliage.

Each shelter grants the resident food, water and comfortable sleep.

You also gain the benefit of Speak with Plants while inside.

Spirit Limbs
2nd level conjuration

Casting Time: 1 action


Range: Self
Components: V, S,
Duration: 1 hour

You summon 1d4 extra ethereal limbs (your choice of arms or legs) for the

duration of the spell. For each summoned arm you gain an additional melee spell

attack and for each summoned leg you gain an additional 10 feet of movement.

28
29
The Root Way
3rd level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You sink into the ground and magically teleport to an unoccupied

space you can see within range. Upon arrival at your new location, 1d6

flailing roots sprout from the ground around you in the first available

unoccupied space.

At the end of your turn, each of these roots make a melee weapon

attack using your spellcasting modifier against a target of your choice

within 15 feet. On a hit they deal 1d6 bludgeoning damage and retract

into the ground.

Lava Ball
3rd level evocation

Casting Time: 1 action


Range: 90 feet
Components: V, S,
Duration: Instantaneous

You summon a globule of liquid magma and throw it at a target

within range. Make a ranged spell attack against the target. If the

attack hits, the creature takes 1d10 fire damage and ignites. Until

the creature takes an action to douse the ignition, they take 1d10

fire damage at the start of each of their turns. On a hit, the target

must also make a Wisdom saving throw. On a failed save it is also

frightened of you until the end of your next turn.


Power Word Convert
9th level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 hour

You dive in to psyche of your enemies, fighting for control of their very

being. Each humanoid in a 20-foot-radius-sphere centered on a point you

choose within range must make a Wisdom saving throw or be charmed by

you for the duration.

While a target is charmed, you have a telepathic link with it as long as the

two of you are on the same plane of existence. You can use this

telepathic link to issue commands to the creature while you are conscious

(no action required by you), which it does it's best to obey.

You can specify a simple and general course of action such as "Attack this

creature", "Run over there" or "Fetch that object". If the creature

completes your order and doesn't receive further instruction, it will defend

itself and preserves itself to the best of its ability. Each time a target takes

damage it can make a new Wisdom saving throw against the spell. On a

successful save, the creature is no longer affected.

30
the
Favoured by
a
Moon Druids,
bclass
fascinating su
m the
of magic fro
Lunar Light mountains of
4th level evocation Gwari'h

Casting Time: 1 action


Range: Self (60 feet)
Components: V, S,
Duration: Concentration, up to 1 minute

You harness the power of the moon to shoot forth a small but powerful beam

of lunar energy in a 5-foot wide, 60 feet long line. Each creature in the line

must make a Dexterity saving throw. On a failed save a creature take 4d8

radiant damage and must make an additional Constitution saving throw. On a

successful save the create take half as much damage and does not require a

Constitution save.

Any creature that fails their Constitution saving throw now emits dim light in a

10 foot radius for the duration of the spell. This light damages enemies; any

enemy within range of the dim light being emitted by an affected target takes

1d8 radiant damage.

If you cast this spell at night, creatures have disadvantage on their

Constitution saving throw.

31
Storm Roar
3rd level evocation

Casting Time: 1 action


Range: Self (30 feet)
Components: V, S,
Duration: Instantaneous

You roar a wave of thunderous energy across the land ahead of you. Each

creature in a 30-foot cone originating from you must make a Constitution

saving throw. On a failed save a creature takes 2d6 thunder

damage and is deafened until the start of your next turn. On a successful

save, the creature takes half damage and isn't deafened.

If a creature fails their save they must also make a Dexterity saving throw. On

a failed save they take 2d6 lightning damage and are knocked prone.

On a successful save they take half as much damage and are not prone.

32
Power Word Know
8th level divination

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You utter a word of power that gives you great insight into the strengths and

weaknesses of one creature you can see within range. You learn the creature's

AC, hit points, speed, attributes, skills, senses, damage vulnerabilities, damage

resistances, damage immunities, and condition immunities.

Memry's Opus Corpus


2nd level divination

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: 1 hour

You gift yourself or a willing creature you can see within range a

second chance. When the affected creature makes an attack roll,

ability check or saving throw before the spell ends, it can dismiss

this roll and roll twice more, taking the result of their choice.

33
34

Sand Shift
4th level conjuration
the Sand
Created by
Casting Time: 1 action o'raan
Range: Self Mages of Z
Components: V, S,
Duration: Instantaneous

A column of biting sand surrounds you. As part of this spell you move up to

30 feet in any direction to an unoccupied space you can see within range.

Your movement does not provoke opportunity attacks and you are immune

to difficult terrain.

While travelling in this way you are able to pass through creatures. Whenever

you pass through creatures in this way, they must make a Dexterity saving

throw. They take 2d6 slashing damage on a failed save or half as much

damage on a successful one.


Artorius' Porangi Clap
2nd level enchantment

Casting Time: 1 action


Range: Self (15 foot cone)
Components: V, S,
Duration: Concentration, up to 1 minute

Muttering a series of arcane words you clap your hands together to intrude

the minds of the creatures in front of you. Each creature in a 15-foot cone

must make a Wisdom saving throw. On a failed save a creature takes no

actions on their turn. For the duration of the spell while a creature is

affected you may choose any gregarious exclamation you like, at the DMs

discretion, and the affected creatures will perform it to the best of their

ability (for example, crying, laughing, singing, dancing, acrobatics). On each

of your subsequent turns you can use your bonus action to clap your hands

again and maintain the actions and affects from the original cast.

At the end of an affected creatures turn, and each time they take damage,

the creature can make another Wisdom saving throw to break the spell. On

a success, they are no longer affected.

35
Inavari Crescent Sweep
3rd level evocation

Casting Time: 1 action


Range: Touch
Components: V, S,
Duration: Instantaneous

Make a melee spell attack against a creature within your reach.

On a hit, you unleash a series of blows imbued with lunar energy.

You sweep the floor with your leg and send out a crescent wave

of moonlight that trips up your target. You follow up with an

empowered kick. The target must make a Strength saving throw.

On a failed save they are pushed back 10 feet, knocked prone,

and take 4d8 radiant damage. On a success they take half

damage, are pushed back 5 feet and are not knocked prone.

The size of a creature is irrelevant and does not affect this spell.

Creatures of all sizes can be pushed back in this manner.

Splinter Shot
4th level transmutation

Casting Time: 1 action


Range: Touch
Components: V, S, Good when
Duration: 8 hours outnumbered

You touch a set of ranged ammunition of your choice such as arrows,

bolts, darts or throwing daggers, and enchant them. When using this

ammunition the user has advantage on the attack. Hit or miss, the ammo

explodes into three parts, targeting up to an additional three creatures

within 5 feet of the original target. If the original attack hit, the splinters

automatically hit, otherwise the targets must make a Dexterity saving

throw, taking 1d10 piercing damage.

36
37

Yuriboz's Impromptu War Wagon


4th level conjuration

Casting Time: 1 action


Range: Touch
Components: V, S, M
Duration: 1 hour

You touch an ordinary cart, wagon or similar vehicle within range. With a puff of smoke

and sparks it transforms into an impressive battle wagon laden with spears and spikes,

ready to shred any foe that steps too near. The battle wagon has an AC of 20 and 200

hit points. it can fit up to 3 medium-sized creatures in it; while inside creatures have full

cover from anything outside of the wagon.

Any creature inside the wagon can use their bonus action to command the wagon to

move up to 30ft. The wagon can only move once per round. If the wagon moves

through the space of another creature they must make a Dexterity saving throw. On a

failed save they take 1d8 slashing damage, or half as much on a successful save.
Enervate Senses ell taught
A curious sp
e Witches
3rd level conjuration to me by th
ack Bog
of Craggleb
Casting Time: 1 action
Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

This spell seeps into the minds and bodies of creatures and steals their senses. Each

creature in a 10-foot-radius sphere centered on a point you choose within range, must

succeed a Wisdom saving throw or suffer from the below;

The target must roll a d6 if they fail their Wisdom saving throw and suffer the

corresponding effect:

1 - Taste: The target is unable to eat or cast spells with a 'Verbal Component'
2 -Touch: The target cannot melee attack or cast spells with a range of 'Touch'.
3 -Sight: The target is blinded
4- Smell: The target cannot perceive via smell
5- Hearing: The target is deafened
6- Reroll

38
39
Wither Wind
7th level necromancy

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

You drain the very lifeforce of a creature that you can see within

range. On each of your turns for the duration, you can use your action to

force the creature to make a Constitution saving throw. On a failed save it

gains a point of Exhaustion.

The spell ends if you use your action to do anything else. The spell also ends

if the target is ever outside the spell range or has cover from you. When the

spell ends the target retains the exhaustion points inflicted until they are cured.

Refer to 'Exhaustion' Rules for more details.

Seraphic Justice
2nd level transmutation

Casting Time: 1 bonus action


Range: 10 feet
Components: V, S,
Duration: Instantaneous

Until the start of your next turn you have advantage on

attacks against creatures within the spells range who have

already made an attack against your companions.


40
Tar Pit
3rd level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a tiny vial of tar)
Duration: Concentration, up to 1 hour

You create an oily mass of tar at a point of your choice within range. The

tar fills a 20-foot cube from that point for the duration. The area of tar is

difficult terrain and any creature in the tar when it appears or that ends

its turn there must succeed a Strength saving throw. On a failed save they

are restrained as long as they remain in the Tar Pit or until they break free.

Creatures can attempt to break free by using their action to retake the

Strength saving throw. If they succeed they are no longer restrained.

If the Tar Pit is targeted with any sort of flame, it ignites. Creatures take

1d4 fire damage per round whilst within the ignited tar. The flames last for

rounds equal to your wisdom modifier, after which the flames are

extinguished the spell ends, destroying the Tar Pit.

favourite....
A personal
41

Eden Seed
6th level conjuration

Casting Time: 1 action


Range: Self
Components: V, S,
Duration: Until dispelled

You harness the power of earth and water to create a

concentrated vessel of life - The Eden Seed. The Eden Seed has

two uses, it can be consumed or planted.

When consumed by yourself or an ally, you can choose one of the

following effects:

Restore 100 hit points

Remove a failed death save from an ally's death save counter

Add a successful death save to an ally's death saving counter

When planted by yourself or an ally, you can choose one of the

following effects:

Transform the area around the seed (100 feet radius) into a

luscious forest, jungle or oasis, complete with flora and fauna

Return an environment to its natural state

Leave the seed to grow; after 7 days it will turn into a 2-way

root portal to the Feywild, which remains open for 7 days.

Remember; the portal is two-way! do not leave it unguarded.


42
Quicksand
4th level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 hour

This spell turns the ground of a 20-foot cube you can see within

range, into a deadly vat of quicksand for the duration. The

quicksand is difficult terrain. When a creature moves more than 10

feet per turn in the quicksand it must make a Strength saving throw.

On a failed save it suffers one level of exhaustion.

Northern Waters
3rd level transmutation

Casting Time: 1 action


ushed at sea
Good if amb
Range: Touch
Components: V, S,
Duration: 1 hour

You touch a body of water and imbue it with the icy cold of the far north. You

choose an area of water that you can see within range and that fits up to a 60 foot

cube. Creatures take 1d4 cold damage for every 5 feet of movement in the water.
Meric's Fortify Health
3rd level transmutation

Casting Time: 1 action


Range: Touch
Components: V, S,
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end

of your next turn, the target has resistance against bludgeoning, piercing,

and slashing damage dealt by non-magical attacks.

Banshee Shriek
3rd level enchantment

Casting Time: 1 action


Range: Self
Components: V, S,
Duration: Instantaneous

You unleash a horrific scream that cuts into the minds of all within range.

Each creature in a 60-foot-radius sphere centred on that point must make a

Wisdom saving throw. A creature takes 2d8 psychic damage on a failed save,

or half as much damage on a successful one. A creature that failed their save

is also frightened of you until the start of your next turn.

43
44
Comet of Chaos
8th level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You pull a comet from the skies above, hurtling it down towards a point you

choose within range. Once the comet reaches its destination or impacts

against a solid surface, it explodes. Each creature within a 5-feet radius of

the impact must make a Strength saving throw. A creature takes 10d10 force

damage on a failed save or half as much on a successful one.

Upon impact, a wave of chaos energy bursts out in a 60-foot radius causing

one of the following effects. These affect every creature in range. Roll a d20

to determine:

1 Creatures regain 2d10 hit points


2 Creatures gain 1d4 extra damage on their next attack
3 Creatures take 2d4 bludgeoning damage
4 Creatures take 2d4 piercing damage
5 Creatures take 2d6 slashing damage
6 Creatures take 2d6 cold damage
7 Creatures take 2d8 fire damage
8 Creatures take 2d8 lightning damage
9 Creatures take 2d10 thunder damage
10 Creatures take 2d10 poison damage
11 Creatures take 2d12 acid damage
12 Creatures take 2d12 necrotic damage
13 Creatures take 2d12 radiant damage
14 Creatures take 2d20 force damage
15 Creatures take 2d20 psychic damage
16 Creatures are blinded and deafened
17 Creatures are frightened
18 Creatures each suffer a short-term madness
19 Creatures all become petrified
20 Creatures are all transported to a random plane of existence
Not fo
r the
faint
of hea
rt....

45
Ghost Galley
5th level conjuration

Casting Time: 10 minutes


Range: 30 feet
Components: V, S,
Duration: 24 hours

You summon a spirit that assumes the form of a Galley,

appearing in an unoccupied space within range. The vehicle

has the statistics of a normal vehicle of its kind, though the

ship's origin and subsequent colour are your choice. Choose

from celestial (white), fey (pink), or fiend (green).

You have a supernatural bond with the summoned vehicle that

allows you to drive mentally. While driving it you are considered

proficient with vehicles of its type. If the vehicle drops to 0 hit

points it disappears, leaving no physical form. You can also

dismiss the vehicle at any time as an action. You cannot have

more than one Ghost Galley at a time.

When an enemy of the caster boards the Ghost Galley for the

first time on a turn or starts their turn there. The creature must

make a Constitution saving throw. On a failed save, the

creature takes 2d6 necrotic damage and their hit point

maximum is reduced by the same amount. The reduction

lasts until they complete a long rest.

e of
joyable mod
Quite an en the
o r t o n c e y ou get use to
transp
howling...

46
47
Fire Tongue
2nd level conjuration

Casting Time: 1 action


Range: Self (30 feet radius)
Components: V, S,
Duration: Concentration, up to 10 minutes

You call upon the power of flame to imbue the spells of yourself and your allies. Until

the spell ends you and any ally that makes a spell attack with a verbal component

whilst within the 30 feet aura, can add 1d10 fire damage to the spell's outcome.

Frost Tongue
3rd level conjuration

Casting Time: 1 action


Range: Self (30 feet radius)
Components: V, S,
Duration: Concentration, up to 10 minutes

You call upon the power of ice to imbue the spells of yourself and your allies. Until the

spell ends you and any ally that makes a spell attack with a verbal component whilst

within the 30 feet aura, can add 3d6 cold damage to the spell's outcome.
Investiture of Metal
6th level transmutation

Casting Time: 1 action


Range: Self
Components: V, S,
Duration: Concentration, up to 10 minutes

Until the spell ends you gain the following benefits:

You are immune to bludgeoning damage and resistant to piercing damage

You can use your bonus action to create a line of metal spikes that jut up from the

ground in a 15 feet line, 5 feet wide. Each creature in the line must make a

Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or

half as much damage on a successful one

Bubonic Belch
2nd level evocation to get
A tricky one
t burning
Casting Time: 1 action right withou
...
Range: Self (15-foot cone) your face off
Components: V, S,
Duration: Instantaneous

You open your mouth and spew a cone of disgusting poisonous slime.

Each creature in a 15-foot cone must make a Dexterity saving throw. A

creature takes 3d6 poison damage and is infected on a failed save, or half

as much damage on a successful one. The infection lasts for 1 hour. When

a non-infected creature gets within 5 feet of an infected creature, they

must make a Constitution saving throw, taking 3d6 poison damage and

becoming infected on a failed save, or half as much damage on a

successful one.

48
49
Cold Blood
4th level necromancy

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You reach out and chill the blood of a creature that you can see within range. The

target must make a Constitution saving throw. On a failed save, the targets speed

is reduced by half of their maximum, they have disadvantage on all saving throws,

and they take 2d6 cold damage.

Until the spell ends, you can use a bonus action on each of your subsequent turns

to cause this damage again.

Divine Tracking
4th level divination
ers
b y the A asimon Rang
Cast
Casting Time: 10 minutes Forest
Range: Self of the White
Components: V, S, M
Duration: Concentration, up to 1 day

Concentrating on a creature you have knowledge of or have seen, you sense

the location of the target and are able to track them without issue, guided by

the eyes of divinity.

Until the spell ends, you have advantage on Survival (Wisdom) checks.

For the duration, as long as you are on the same plane of existence as the

target, you know how far they are and in what direction they are.
t
b u t e ff e c ti ve deterren
A messy
armour
against heavy

Bile Fang
3rd level transmutation

Casting Time: 1 action


Range: Self
Components: V, S,
Duration: Concentration, up to 1 hour

Your face twists into a bestial maw as you grow two sharp fangs that drip with

deadly toxins and acid.

Until the spell ends, on your turn you may substitute one of your attacks to make

a melee spell attack on a target within 5 feet. On a hit, the target takes 2d6

acid damage and if they're wearing any armour it takes a cumulative −1 penalty

to the AC it offers. If the armour is reduced to an AC of 10 or a shield drops to a

+0 bonus they are destroyed.

50
Cocoon
1st level conjuration

Casting Time: 1 action


Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes

You conjure and launch a projectile of thick, sticky webbing at one creature in

range. Make a ranged spell attack against the target. On a hit, the target must

make a Strength saving throw. On a failed saved, the creature is restrained for

as long as the spell remains or until it breaks free.

A creature restrained in this way can use its action to make a Strength check

against your spell save DC. If it succeeds, it is no longer restrained and the spell

ends.

An initiation spell by the


Spider Druids of Wa'quilla
51
16

Pilferbreath
5th level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of ethereal gas centered on a point

within range.

Each creature that is within the spells area at the start of its turn must

make a Constitution saving throw. On a failed save, the creature begins

to suffocate and is frightened. While suffocating in this way it can survive

for a number of rounds equal to its Constitution modifier (minimum of 1).

A suffocating creature can repeat the saving throw at the end of each

of its turns, ending the effect on itself on a success.

Creatures that don't need to breathe automatically succeed on this

saving throw.

52
Steam Geyser
3rd level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You create a column of steam, from a point you can see within range,

that burst from the ground or water.

The geyser is 5 feet wide and 60 feet high.

When the geyser appears, each creature within its area must make

a Strength saving throw. On a failed save, the creature is thrown

up to 60 feet into the air and takes 1d8 fire damage and 1d8

cold damage. If they cannot fly, they immediately fall 60 feet

back down to the ground.

At Higher Levels. When you cast this spell using a spell


slot of 4th level or higher, the height of the geyser, and

subsequent fall damage, is increased by 10 feet for

every spell slot above 3rd.

sonal
Another per
think its the
favourite...I
n the way
screaming o
find so
down that I
amusing....

53
Mudslide Powerful spell...but devastates the land...
4th level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 hour

You summon a torrent of water, clay and stone to wash away the enemies in front

of you. The mudslide is 100 feet long and 15 feet wide and moves from the point of

its origin in a direction you choose.

Each creature in the line must make a Dexterity saving throw. A creature takes

4d10 bludgeoning damage on a failed save, or half as much damage on a

successful one. A creature that fails their save is pushed 20 feet in the direction

of the mudslide and must make a Strength check on their subsequent turn to

escape the torrent.

The Mudslide also affects any Medium or smaller objects that aren’t secured to

anything and that aren’t worn or carried by anyone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
the Mudslide increases in width by 5 feet for each spell slot above 4th.

54
Avalanche
8th level evocation
ce by
A last defen
izards of
Casting Time: 1 action the Snow W
Range: 60 feet the North...
Components: V, S,
Duration: Concentration, up to 1 minute

You summon a wave of ice and snow to bury your enemies.

The wave is up to 30 feet wide, 60 feet long and 20 feet deep centered in

front of you. The area of the spell is considered difficult terrain.

When the wave appears, each creature within its area must make a Dexterity

saving throw. On a failed save, a creature takes 10d8 cold damage, is buried in

the snow and becomes restrained as long as it remains in the snow or until it

breaks free.

A creature restrained in the snow can use its action to make a Strength check

against your spell save DC. If it succeeds, it is no longer restrained.

55
Astral Eruption
6th level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

Harnessing your knowledge of the astral plane you tear a tiny hole in the fabric

of space and watch as the world begins to implode.

You create a 40-foot-radius centered on a point you can see within range.

When a creature enters the spells area for the first time on a turn or starts its

turn there, the creature must make a Strength saving throw. On a failed save,

the creature takes 6d8 force damage and is pulled 20 feet towards the center

of the spells area.

Additionally, when the creature fails their save they must make

a Dexterity saving throw. On a failed save, the creature

falls prone.

When the spell ends

it unleashes

a burst of

astral energy

upon creatures

within 20 feet of

its point of origin,

they each take 2d8

fire damage and 2d8

radiant damage.

ue
A truly uniq
nown only
incantation k
o have
by those wh
magic...
studied star

56
57

Good for
companions...

Power Word Antidote


7th level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You speak a word of power and gesture towards one creature you can

see within range. The creature benefits from the following:

The targets exhaustion level is reduced to 0

Any effect that Blinded, Charmed, Deafened, Frightened,

Paralyzed, Petrified, Poisoned or Stunned the target, ends

Any disease is cured

Any poison is neutralised

This spell has no effect on undead or constructs.


An annoying
racket of a
spell...yet
effective

Cacophony
2nd level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You summon a cacophony of voices and noise to erupt from a point of your

choice within range.

Each creature in a 20-foot-radius-sphere centered on your chosen point

must make a Constitution saving throw. A target takes 2d6 thunder damage

and is deafened until the start of your next turn on a failed save, or half as

much damage on a successful save and they aren’t deafened.

Creatures in the radius that failed their saving throw cannot cast a spell that

requires concentration or use an ability that requires concentration.

58
Control Metal
5th level transmutation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a pinch of metal dust or shavings)
Duration: Concentration, up to 10 minutes

Until the spell ends, you can control non-magical metal

objects, such as metal weapons or metal armour, inside

an area you choose that is a cube up to 60 feet on a side.

As a bonus action, you can throw the objects

in a straight line up to 60 feet in a direction

you choose. If the objects would strike a

creature, that creature must make a

Dexterity saving throw. On a failed save,

the objects strike the target and stop

moving. When the object strikes something

the object, and what it strikes, takes 3d8

piercing damage.

ast if
Amusing to c
side the
someone is in
armour....

59
60

Cerebral Smash
2nd level evocation

Casting Time: 1 bonus action


Range: Self
Components: V,
Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your

attack deals an extra 2d6 psychic damage. Additionally, if the target is a creature,

it must make a Wisdom saving throw or be Stunned until the spell ends.

The stunned target must make a Constitution saving throw at the end of each of its

turns. On a successful save, the spell ends.


A very good
Monsoon way of turnin
g
ent
the environm
7th level evocation
against your
Casting Time: 1 action
Range: 100 feet oppressor...if
Components: V, S you can swim
Duration: Concentration, up to 10 minutes

You create a downpour of rain in the shape of a cylinder that is 60

feet tall with a 60-foot radius, centered on a point you can see within

range directly above you. You don’t need access to the sky for this

spell. Each creature in the rain when it appears or that ends its turn

there must succeed on a Constitution saving throw. A creature takes

1d6 cold damage, or half as much damage on a successful one.

A mass of 5-foot deep water falls every turn, magically held in place

if the spell is cast in an area larger than the spell.

When the rainfall is 10 feet deep, creatures within the radius must use

their swimming speed. When the rainfall is 20 feet deep, the area is

classed as underwater for combat and additional effects.

61
62
Shadow of Madness
2nd level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S
Duration: Instantaneous

You send a wave of malicious intent and madness towards a creature of your

choice that you can see within range.

The target must succeed on a Wisdom saving throw or it takes 1d8 psychic damage

and suffers from a random form of short-term madness.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
the target suffers from long-term madness. If this spell is cast using a spell slot of

8th level or higher, the target suffers from an indefinite madness.

Spectral Spike
1st level evocation

nderrated in
Casting Time: 1 action Not to be u
ters fight
Range: 60 feet a close quar
Components: V, S
Duration: Instantaneous

You send a spike of phantasmal energy hurtling towards one creature within range.

The target must make a Dexterity saving throw. On a failed save, it takes 2d6

psychic damage. The target has disadvantage on the saving throw if they are within

5 feet of the caster.


Devastating if used to entomb...

Ravine
7th level evocation

Casting Time: 1 action


Range: 150 feet
Components: V, S
Duration: Concentration, up to 10 minutes

A huge crack in the ground begins to pull itself open into a

seemingly endless ravine at a point you choose within range.

The ravine is 10 feet wide and 60 feet long. When the crack

appears, each creature within its area that isn’t flying must

make a Dexterity saving throw. On a failed save, a creature

plummets down into the ravine 60 feet and takes 6d6

bludgeoning damage.

If any creatures are within the ravine when the spell ends, they

take 3d6 bludgeoning damage and are buried in the ground,

becoming restrained until they break free. This area is

considered difficult terrain except when flying.

63
Mental Mutiny
7th level necromancy

Casting Time: 1 action


Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You attempt to invade the mind and possess a particular creature that is on the

same plane of existence as you. The target must make a Constitution saving

throw, which is modified by how well you know the target. If the target is outside

the spell's range they have advantage on the saving throw.

Knowledge: Save Modifier:


Second-hand (you have heard of them) +5

First-hand (you have met them) +0

Familiar (you know them well) -5

On a successful save, the target isn't affected. On a failed save, the target is

incapacitated and loses control of their body as you possess them until the spell

ends.

The caster can't be targeted by any attack, spell, or other effect and it retains its

alignment, Intelligence, Wisdom and Charisma. It otherwise uses the possessed

target's statistics, but doesn't gain access to the target's knowledge, class

features or proficiencies.

The possession lasts until the body drops to 0 hit points, the caster ends it as a

bonus action, or the spell ends. When the possession ends, the caster re-enters

their body. The target is immune to this spell for 24 hours after succeeding on the

saving throw or after the possession ends.

The possessed creature can repeat the saving throw when forced to take an

action that goes against their nature and it has advantage on the saving throw if

they attacked an ally that turn. If the caster's original body drops to 0 hit points,

the spell ends.

64
65

A truly underr
ated spell. Thr
them out to se ow
a, off a cliff, in
volcano...a marv to a
ellous creation
Musicians and by the
Healers of I'l
ln

Power Word Push


8th level evocation

Casting Time: 1 action


Range: 300 feet
Components: V, S
Duration: Instantaneous

Using the power of your mind you force the body of a single

target in a direction until they hit a solid surface or move out of

range. The creature must make a Strength saving throw.

The creature is thrown up to 300 feet in a single direction on a

failed save. If the creature would strike a solid surface, that

creature takes 1d4 of bludgeoning damage for every 5 feet of

movement they were pushed before impact.

Creatures smaller than you have disadvantage, creatures

bigger than you have advantage.


Dawn Shield
6th level evocation

Casting Time: 1 action


Range: Self (30 foot radius)
Components: V, S
Duration: Instantaneous

Radiant beams of sunlit power emanate from you in an aura with a 30-foot radius,

bringing warmth and health to friendly creatures in range.

Each non-hostile creature in the aura (including you) gains 4d10 temporary hit

points. If any of the affected creatures hit points are lower than their maximum

when the spell is cast they instead gain 4d10 hit points with any extra hit points,

becoming temporary hit points.

66
m
ful for
A use if
alysis
Toxic Touch of par
ed to
you ne
3rd level evocation me
buy ti
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature within range and send a rush of noxious

energy through their being. The target must make a Constitution

saving throw. It takes 6d6 poison damage on a failed save, or

half as much damage on a successful one.

If the poison damage reduces the target to 0 hit points, the

target is stable but poisoned for 1 hour, even after regaining hit

points, and is paralyzed while poisoned in this way.

67
Censer
3rd level evocation

Casting Time: 1 action


Range: Self (15-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

Murmuring a series of arcane prayers under your breath you summon a

ghostly censer in your hands that emits a thin shimmering mist in the area

around you. Each non-hostile creature in the area is lightly obscured and

gains 1d10 temporary hit points at the start of each of their turns. When the

spell ends, the target loses any remaining temporary hit points from this spell.

68
69

Arrow's Mark
2nd level divination

Casting Time: 1 bonus action


Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You choose a creature that you have hit this turn and mark it as your

target. Until the spell ends, you deal an extra 1d6 damage to the

target whenever you hit it with a weapon attack, and you gain

advantage on attack rolls against the target until the spell ends. If

the target drops to 0 hit points before this spell ends, you can use a

bonus action on a subsequent turn of yours to mark a new creature.


70

nt -
e n v i ronme
the
s e l f : Use i n es etc
t o ra v
Note rivers
,
cliffs,

Power Word Teleport


8th level conjuration

Casting Time: 1 action


Range: 300 feet
Components: V, S
Duration: Instantaneous

Uttering a word of power, you gesture towards a creature within

range, focusing on a location in mind to move them to. The target

must make a Constitution saving throw. If the creature fails this save,

it is transported to a destination you select.

The destination you choose must be known to you, and it must be on

the same plane of existence as you. The target has advantage on the

saving throw if the teleport destination is outside the spells range.


C - Sharp
2nd level transmutation

Casting Time: 1 action


Range: Self (15-foot radius)
Components: S, M (an instrument)
Duration: 1 minute

As you play a single note, it vibrates in the air around you and imbues

listeners with a heightened power of sight.

Choose any number of creatures within range. For the duration, each target

has advantage on Perception (Wisdom) checks.

71
Sacrosanct
6th level enchantment

Casting Time: 1 action


Range: Touch
Components: V, S, M (incense worth at least 100 gp, which the spell consumes)
Duration: Concentration, up to 10 minutes

You bless a creature or an object you touch with godly protection. The target can

be a willing creature or an object that isn't being carried or worn by another

creature.

For the duration of the spell the target is immune to fire and necrotic damage.

If cast on a creature, any non-good creatures that attacks them has disadvantage

on their attack roll to hit.

If cast on an object, the object cannot be touched by a non-good creature.

72
73

Hydro Nova
2nd level evocation

Casting Time: 1 action


Range: Self
Components: V, S, M (water)
Duration: Instantaneous

A ring of water forms around you and explodes outwards with force. Every

creature within 5 feet of you must make a Strength saving throw. On a failed

save, the creature is pushed back 10 feet. Creatures takes 2d4 force damage

on a failed save, or half as much damage on a successful one. Objects that

aren’t being carried or worn are also thrown 10 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d4 and the push back increases by 5 feet

for each spell slot above 2nd.


Inner Flame
5th level transmutation

Casting Time: 1 action


Range: Touch
Components: V, S,
Duration: Concentration, up to 10 minutes

You choose a target within range and imbue them with a heart of flame. Until

the spell ends, the target gains the following benefits:

The target is immune to fire damage

When the target is damaged from fire, they are healed by it instead

The target emits bright light in a 30-foot radius and dim light for an

additional 30 feet

74
Aegis of the Weak
3rd level necromancy

Casting Time: 1 bonus action


Range: 30 feet
Components: V, S,
Duration: Concentration, up to 1 minute

You gesture to a creature within range and link your life-force to theirs. Until

the spell ends, if the target's hit points would be reduced to 0 from damage

the caster takes that damage instead.

Power Conduit
5th level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes

You focus all your arcane power and essence into a 10-foot radius sphere

centered on a point you can see within range. All ranged spell attacks cast

from within this area have advantage on the attack roll.

75
t
t he r corrup
Sap Life An o
f life
form o
4th level necromancy
c by chaos
mag i
s...
Casting Time: 1 action Druid
Range: Touch
Components: V, S,
Duration: Concentration, up to 1 minute

You touch a creature within range and begin to drain the life out of

them, feeding on it to regain your own health and strength. The target

must make a Constitution saving throw.

It takes 3d10 necrotic damage on a failed save, or half as much damage

on a successful one and you regain hit points equal to half the amount of

necrotic damage dealt.

76
Liquify Mind
5th level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

You attempt to disrupt the mind of a creature that you can see within

range. The target must make a Wisdom saving throw.

It takes 4d6 psychic damage on a failed save, or half as much damage

on a successful one. On a failed save, the creature's Intelligence score is

halved (rounded down).

If this reduces the creature's Intelligence score to 6 or lower the creature

can't cast spells, activate magic items, understand language, or

communicate in any intelligible way until the spell ends.

77
Wall of Flesh
A goo
5th level necromancy d stall
doubt, ing ta
throw ctic. W
Casting Time: 1 action zombie hen in
s at th
Range: 60 feet em
Components: V, S, M (a piece of rotten flesh
Duration: Concentration, up to 10 minutes

The earth is pulled upwards as a mound of corpses, bones and dirt form into a

wall. You can make the wall up to 30 feet long, 5 feet high, and 1 foot thick, or a

ringed wall up to 15 feet in diameter, 5 feet high, and 1 foot thick. The wall is

writhing and groaning with the undead.

If the wall cuts through a creature's space when it appears, the creature within its

area is pushed to one side of the wall.

The wall is an object that can be damaged and thus breached. It has AC 8 and 10

hit points per 5-foot section. Reducing a 5-foot section of wall to 0 hit points

destroys it and leaves behind a Zombie that obeys the caster and
has its own initiative. When the spell ends all Zombies created

in this way are destroyed.

78
Thunderfoot
2nd level evocation

Casting Time: 1 action


Range: Self
Components: V, S,
Duration: Concentration, up to 1 minute

The air becomes heavy around you and with each footstep you

take thunder cracks and bellows in the area. Until the spell

ends, any creature within 10 feet of you whilst you are moving

takes 1d8 thunder damage.

79
Mimicry
1st level illusion

Casting Time: 1 action


Range: Touch
Components: V, S,
Duration: Until dispelled or triggered

When you cast this spell, you imbue an object with an illusion and a trigger that

later unleashes the magical effect. You can only use this on an object no larger

than 5 feet in diameter. Any creature that moves within 5 feet of the object will

trigger the illusion effect of a mimic preparing to attack them.

The creature must make an Intelligence saving throw. On a failed save, the

creature is frightened of the object until the spell ends. On a successful save the

creature is aware its an illusion and it becomes faint to the creature.

d a
r a ct i cal, an
P ke
cal jo
practi

80
81

Dart of Darkness
2nd level necromancy

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

A dart of smoking darkness spirals toward a target within range. Make a

ranged spell attack against the target. On a hit, the target takes 1d6

piercing damage on a failed save, or half as much damage on a

successful one. On a failed save, the target is also blinded for the

duration.

At the end of each of its turns, the target can make a Constitution

saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d6 for each spell slot above 2nd.
82
Glyph of Stasis
5th level abjuration

Casting Time: 1 hour


Range: Touch
Components: V, S,
Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph that later unleashes a magical

effect. You inscribe it either on a surface (such as a table or a section of

floor or wall) or within an object that can be closed (such as a book, a scroll,

or a treasure chest) to conceal the glyph. The glyph can cover an area no

larger than 10 feet in diameter. If the surface or object is moved more than 10

feet from where you cast this spell, the glyph is broken, and the spell ends

without being triggered.

The glyph is nearly invisible and requires a successful Intelligence

(Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs

inscribed on a surface, the most typical triggers include touching or standing

on the glyph, removing another object covering the glyph, approaching

within a certain distance of the glyph, or manipulating the object on which

the glyph is inscribed. For glyphs inscribed within an object, the most

common triggers include opening that object, approaching within a certain

distance of the object, or seeing or reading the glyph. Once a glyph is

triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain

circumstances or according to physical characteristics (such as height or

weight), creature kind (for example, the ward could be set to affect

aberrations or drow), or alignment. You can also set conditions for creatures

that don't trigger the glyph, such as those who say a certain password.

When triggered, the glyph erupts with magical energy in a 20-foot-radius

sphere centered on the glyph. The sphere spreads around corners. Each

creature in the area must make a Strength saving throw. On a failed save, a

creature is restrained for 1 hour or until they are removed from the area of

the spell.
83
84

hands
Wash
ard,
afterw
e at until
don t
...
you do

Vile Tide
4th level evocation

Casting Time: 1 action


Range: Self (30-foot cone)
Components: V, S,
Duration: Instantaneous

Throwing your hands forward, you summon a wave of poisonous

sludge that splashes out and washes over the area in front of you.

Each creature in a 30-foot cone must make a Dexterity saving throw.

A creature takes 3d6 poison damage on a failed save, or half as

much damage on a successful one. On a failed save, a creature is

frightened until the start of your next turn.


85

Postulant's Respite
8th level abjuration

Casting Time: 1 action


Range: Self
Components: V, S, M (a pinch of powered silver)
Duration: 24 hours

In a true act of selflessness, you cast an unbreakable link

between yourself and an ally within 10 feet, permanently

linking their welfare with yours.

Until the spell ends, you may use your bonus action to give

this ally the benefit of a long rest at the cost of you

receiving 1d4 levels of exhaustion.

Stomp
1st level evocation

Casting Time: 1 action


Range: Self (10-foot radius)
Components: V, S,
Duration: Instantaneous

With a heavy smash of your foot you slam the ground around

you. Each creature within 10 feet of you must make a Strength

saving throw. On a failed save, the target is knocked prone.


Stampede
favourite...
9th level evocation A perosnal
Casting Time: 2 actions
Range: 150 feet
Components: V, S,
Duration: Concentration, up to 1 minute

You command the local fauna to march as one against your enemies. When

the spell is first cast, the area around you turns wild with the braying, roaring

and screeching of native beasts; enemies within range with a lower Wisdom

score than you must make a Wisdom saving throw or be frightened until the

spell ends.

On the second round of the spell, beasts emerge from a point you choose

within range. Charging in a 10 foot wide, 100-foot long line. They crush all in

their path as they move in a direction of your choosing. Any creature caught

in this Stampede must make a Dexterity saving throw. A creature takes 10d6

bludgeoning damage on a failed save, or half as much damage on a

successful one.

This spell is subject to your environment; Beast summoned by this spell will

reflect the region you are in, at the DM’s discretion. For example:

Location: Beasts:

Underwater Sharks, Eels, Quippers

Open Plains Elephants, Lions, Rhinos

Dense Jungle Bears, Jaguars, Giant Poisonous Snakes

Deserts Giant Scorpions, Giant Constrictor Snakes, Insects

Snow Polar Bears, Owls, Wolves

Forest Elk, Bears, Wolves

Underdark Giant Spiders, Giant Beetles, Bats

Mountains Goats, Eagles, Lions

86
87
88
f
Call of the Void t h e faint o
r
7th level necromancy g a in not fo ha s fallen
a ba r ag e
- m a ny a m w n spell.
hea r t ver y o
Casting Time: 1 action
t hi s, their
Range: 60 feet to
Components: V, S,
Duration: Concentration, up to 1 minute

You call to a creature within range and begin the incantations for an insidious

bargain. Until the spell ends, both the caster and the target must make a Wisdom

saving throw at the start of each of their turns. The first person to fail against this

spell three times suffers 10d10 necrotic damage, the other creature regains hit

points equal to half the amount of necrotic damage dealt and the spell ends.

If the spell ends before the caster or target has failed three times, the spell ends

with no effect. If both of you fail on the same turn, the caster wins.
Starfall
6th level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a meteor fragment)
Duration: Concentration, up to 1 minute

You rip at the very fabric of the sky and call down a small celestial star to the

battlefield. The star plummets to a point you choose within range and hovers 10

feet off the ground, emitting bright light in a 60-foot radius and dim light for an

additional 60 feet. Until the spell ends, you can use your bonus action to use the

star for one of the following effects:

Deals 3d6 radiant damage to a creature within 60 feet of the star.

A creature of your choice within 60 feet of the star regains 3d6 hit points.

The target emits bright light in a 30 foot radius and dim light for an additional

30 feet.

a n d Star
s
Druid ng
Moon
- f ascinati
ds
Wizar s o f magic
ass e
sub-cl

89
Bones of the Moon
5th level transmutation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You cause two pillars of solid quartz to burst from places on the ground you can

see within range. Both pillars are cylindrical and have a diameter of 5 feet and a

height of up to 30 feet.

The ground where a pillar appears must be wide enough for its diameter, and you

can target the ground under a creature if that creature is Medium or smaller. Both

pillars have AC 17 and 50 hit points. When reduced to 0 hit points, a pillar crumbles

into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts

until the rubble is cleared. Each 5-foot-diameter portion of the area requires at

least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity

saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other

obstacle, a creature on the pillar takes 6d6 bludgeoning damage

and is restrained, pinched between the pillar and the obstacle.

The restrained creature can use an action to make a Strength

or Dexterity check (the creature's choice) against the spell's

save DC. On a success, the creature is no longer restrained

and must either move off the pillar or fall off it.

Alternatively, the pillars can be created to rise from the

ground and smash a creature between them, that creature

must succeed on a Dexterity saving throw or takes 10d6

bludgeoning damage and is restrained.

90
the Moon
Favoured by
scinating
Druids, a fa e
agic from th
subclass of m
Gwari'h
mountains of

91
Shatterblade
1st level evocation

Casting Time: 1 action


Range: Touch
Components: S
Duration: Instantaneous

You touch a creature within range and send a wave of violent

vibrations through them focusing on a specific item on their

person. The target must make a Wisdom saving throw.

It takes 2d6 thunder damage on a failed save, or half

as much damage on a successful one.

Choose one non-magical weapon the

creature is holding or has on their person,

it shatters.

92
Hymn of the Ancients
9th level enchantment

Casting Time: 1 action


Range: Self (60 foot radius)
Components: V, S, M
Duration: Instantaneous

Tapping into the memories of a song from another plane, you recite a line from an

Ancient Hymn of magic, causing a random effect, determined by a D6, to all

creatures of your choice who can hear it within range:

1: Voice of an Angel.
Enemies take 1d8 psychic damage and suffer one form of short-term madness

2: Heavenly Chorus.
Enemies take 2d10 radiant damage

3 Earthly Sunder.
All enemies have their AC reduced to 0 for 1 hour

4 Wings of a Deva.
Allies gain a flying speed of 60 feet for 1 hour

5. Fiery Chord.
Enemies within 30 feet of you take 1d10 fire damage at the start of their turn.

6. Seraphic Serenade
Enemies are charmed by the caster for 1 hour

93
Pustulant Pox
5th level necromancy

Casting Time: 1 action


Range: 120 feet
Components: V, S,
Duration: Instantaneous

A sphere of pestilence and death spreads out in a 60-

foot-radius sphere from a point within range. Each

creature in that area must make a Constitution saving

throw. A target takes 6d6 poison damage on a failed

save, or half as much damage on a successful one. If the

target is reduced to 0 hit points as a result of this spell,

they automatically fail one death saving throw.

Shield Throw
1st level transmutation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a shield)
Duration: Instantaneous

Make a ranged spell attack against a creature you

can see within range. On a hit, the target takes force

damage equal to 1d6 + your spellcasting modifier.

As a bonus action on your turn, you can make the

shield return to your hand.

94
Magma Tide
8th level evocation

Casting Time: 1 action


Range: Self
Components: V, S, M (a fire opal worth 1000 gp)
Duration: Concentration up to 5 minutes

In an area around you, magma begins to rise up and boil out of the ground,

seeping outwards 5 feet in all directions from you, burning all in its path.

When a creature enters the affected area for the first time on a turn or starts its

turn there, the creature must succeed on a Dexterity saving throw or takes 4d6

fire damage on a failed save, or half as much damage on a successful one.

At the start of the caster's subsequent turns the Magma Tide flows further,

increasing outwards another 5 feet in all directions.

95
Investiture of Wood
6th level transmutation

Casting Time: 1 action


Range: Self
Components: V, S, M (a piece of bark, which the spell consumes)
Duration: Concentration up to 1 0 minutes

Until the spell ends, wood and moss spreads across your body, and you gain the

following benefits:

You gain +1 AC at the start of each subsequent turn, up to a maximum of 25

You are resistant to bludgeoning and piercing damage

As a bonus action on each turn you can choose to regain 1d8 hit points

96
Ensorcelled Snare
1st level abjuration

Casting Time: 1 action


Range: Touch
Components: S, M (10 feet of rope or string)
Duration: Concentration up to 1 minute

A magical snare encloses around the feet of a creature you

touch. That creature must succeed on a Dexterity saving

throw or be magically hoisted into the air, leaving it

hanging upside down 3 feet above the ground or the floor.

The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at

the end of each of its turns, ending the effect on itself on a

success. Alternatively, the creature or someone else who

can reach it can use an action to make an Intelligence

(Arcana) check against your spell save DC. On a success,

the restrained effect ends.

The spell automatically fails if the target is a Large or

bigger creature.

97
Winter's Bite
3rd level evocation

Casting Time: 1 action


Range: 30 feet
Components: V, S,
Duration: Instantaneous

You gesture in front of you and a line of sharp icicles jut out of the

ground in a 30-foot long, 5-foot wide line, piercing all creatures within

reach. The area is considered difficult terrain.

Each creature in the line must make a Dexterity saving throw. A creature

takes 2d6 cold and 2d6 piercing damage on a failed save, or half as

much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, the length increases by 10 feet for each level above third.

98
99

Bones of the Sea


5th level transmutation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You cause four pillars of coral and sea rock to burst from ground or

water that you can see within range. All pillars are cylindrical and

have a diameter of 10 feet and a height of up to 10 feet.

The area where a pillar appears must be wide enough for its

diameter, and you can target the ground under a creature if that

creature is Medium or smaller. All pillars have AC 15 and 25 hit

points. When reduced to 0 hit points, a pillar crumbles into rubble,

which creates an area of difficult terrain with a 20 foot radius that

lasts until the rubble is cleared. Each 5-foot-diameter portion of the

area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed

on a Dexterity saving throw or be lifted by the pillar. A creature can

choose to fail the save.

If a pillar is prevented from reaching its full height because of a

ceiling or other obstacle, a creature on the pillar takes 4d6

bludgeoning damage and is restrained, pinched between the pillar

and the obstacle. The restrained creature can use an action to

make a Strength or Dexterity check (the creature's choice) against

the spell's save DC. On a success, the creature is no longer

restrained and must either move off the pillar or fall off it.

The pillars are immune to all forms of magical damage.


Quagmire
6th level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

The area you choose in a 20-foot square becomes hazardous and boggy as the

ground splits open; out from the crevasses seeps a muddy, poisonous ooze. For the

duration the area is difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its

turn there, the creature must succeed on a Constitution saving throw or takes 4d6

poison damage and it is also poisoned until the spell ends.

100
River's Wrath
4th level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

Summoning the elemental energy of the water plane, a 20-foot long, 5 foot wide

torrent of continuous water rises from the ground. The current moves in a direction of

your choosing.

When a creature enters the affected area for the first time on a turn or starts its turn

there, the creature must succeed on a Strength saving throw or takes 4d6

bludgeoning damage on a failed save, or half as much damage on a successful one.

As a bonus action on your turn you can extend the river by 10 feet in any direction

from either end. If the extended river hits a new creature, that creature must make

the same saving throw against the river's damage as the initial cast.

A creature caught in River's Wrath can move by swimming. Because of the force of

the river, the creature must make a successful Strength (Athletics) check against your

spell save DC in order to move at all. If it fails the check, the creature is pushed 10

feet downriver in accordance with your chosen direction of the current.

101
Rot Foot
3rd level necromancy

Casting Time: 1 action


Range: 60 feet
Components: S, M, (a handful of maggots)
Duration: Instantaneous

You attempt to cause a deep rot in the legs of a creature you can

see. The target must make a Constitution saving throw. On a

failed save, the target takes 1d4 necrotic damage for every 5 feet

of movement it takes before the start of your next turn.

Apex Arrow
2nd level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S, M, (an arrow)
Duration: Instantaneous

You shoot an arcane arrow of pure wild energy at one creature in range. Make a

ranged spell attack against the target. On a hit the target takes 2d8 radiant damage.

If there is another enemy with higher maximum hit points within 30 feet, they take the

damage instead.

102
Bones of the Forest
7th level transmutation

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Instantaneous

You cause up to eight spikes of pointed wood to burst from places on

the ground that you can see within range.

Each spike is 5 feet wide and 5 feet high. The ground where a spike

appears must be wide enough for its diameter, and you can target

the ground under a creature if that creature is Medium or smaller.

Each spike has AC 10 and 20 hit points.

When reduced to 0 hit points, a spike is broken into pieces of wood,

which creates an area of difficult terrain with a 5-foot-radius that

lasts until the rubble is cleared. The 5-foot-diameter portion of the

area requires at least 1 minute to clear by hand.

If a spike is created under a creature, that creature must succeed on

a Dexterity saving throw or be impaled, taking 6d6 piercing damage

and the target is grappled.

A creature grappled by a spike or one that can touch the creature

can use its action to make a Strength check against your spell save

DC. On a success, the target is freed.

103
Fate Weave
2nd level divination

Casting Time: 1 0 minutes


Range: Touch
Components: V, S,
Duration: Concentration, up to 1 hour

You place a hand on an ally and intercede with the fates on their

behalf. Until the spell ends:

The target has advantage on Constitution saving throws that they

make to maintain their concentration on a spell when they take

damage.

The target has advantage on saving throws as a result of a

magical effect.

104
Sulfuric Stifle
2nd level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute

You raise your hands and focus on a creature you can see within range, filling

their lungs with sulfur. Choose one creature that you can see within range to

make a Constitution saving throw.

If it fails, the target begins to suffocate and is frightened. While suffocating in

this way it can survive for a number of rounds equal to its Constitution modifier

(minimum of 1).

A suffocating creature can repeat the saving throw at the end of each of its

turns, ending the effect on itself on a success.

Creatures that don't need to breathe are not affected.

105
Snow Flurry
3rd level evocation

Casting Time: 1 action


Range: Self (60-foot cone)
Components: V, S,
Duration: Instantaneous

A blast of cold air erupts from your hands and covers the area in an icy mist that

coats the floor in dangerous frost. The area counts as difficult terrain. Each

creature in a 60-foot cone must make a Constitution saving throw. A creature

takes 2d8 cold damage on a failed save, or half as much damage on a successful

one.

The mist spreads around corners, and its area is lightly obscured. It lasts for the

duration or until a wind of moderate or greater speed (at least 10 miles per hour)

disperses it. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
the damage is increased by 1d8 for each slot above 3rd.

106
Psychic Schism
4th level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

Your arcane incantations assault and corrupt your target's minds, spawning delusions

and taking away control of their bodies. Each creature in a 10-foot-radius sphere

centered on a point you choose within range must succeed on a Wisdom saving

throw when you cast this spell or be affected by it. On a failed save, the target takes

2d6 psychic damage and uses all its movement to move in a random direction.

To determine the direction, roll a d8 and assign a direction to each die face. The

creature doesn't take an action this turn.

107
Air Walking 108

1st level transmutation

Casting Time: 1 bonus action


Range: Touch
Components: V, S, M, (a vial of air)
Duration: 1 round

You touch a willing creature and imbue them with flight. The target gains a flying

speed equal to their movement speed until the end of their next turn. When the spell

ends, the target falls if it is still aloft, unless it can stop the fall.

Blood Fury
1st level enchantment

Casting Time: 1 bonus action


Range: Self
Components: V, S,
Duration: 1 round

Your senses sharpen and you enter a furious rage, gaining life from

each strike you make. At the start of your next turn you gain hit

points equal to half the damage you dealt the previous turn.
Awaken Construct
6th level transmutation

Casting Time: 8 hours


Range: Touch
Components: V, S, M (an Amber gem worth 1000 gp, which the spell consumes)
Duration: Instantaneous

After spending the casting time muttering incantations, harnessing your magic

and tracing magical pathways within the amber, you touch a Huge or smaller

construct. The target must have either no Intelligence score or an Intelligence of 3

or less. The target gains an Intelligence of 10. The target understands one

language you know, gains the ability to speak it providing it has a mouth and has

advantage on Intelligence ability checks and saving throws for 30 days.

The awakened construct is charmed by you for 30 days or until you or your

companions do anything harmful to it. When the charmed condition ends, the

awakened creature chooses whether to remain friendly to you based on how you

treated it while it was charmed.

109
110

Eldritch Tendril
2nd level conjuration

Casting Time: 1 action


Range: 30 feet
Components: V, S,
Duration: Concentration, up to 1 minute

You summon forth a long tendril of eldritch energy that lunges out towards a creature

of your choice in range. Make a melee spell attack against the target. If the attack

hits the creature takes 2d6 psychic damage, and if the target is a Medium or smaller

creature the target must succeed on a Dexterity saving throw or become restrained.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the
damage is increased by 1d6 for each slot above 2nd.
Discombobulation
2nd level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (an eggshell)
Duration: Concentration, up to 1 minute

You baffle and befuddle the mind of a creature you can see within

range that can hear and understand you.

The target must succeed on a Wisdom saving throw. On a failed save,

the affected target can't take reactions and must roll a d4 at the start

of each of its turns to determine what is does:

1-2: The creature uses all its movement to move in a random direction.
To determine the direction, roll a d8 and assign a direction to each die

face. The creature doesn't take an action this turn.

3: The creature doesn't move or take actions this turn.

4: The creature uses its action to make a melee attack against a


randomly determined creature within its reach. If there is no creature

within its reach, the creature does nothing this turn.

At the end of each of its turns, an affected target can make a Wisdom

saving throw. If it succeeds, this effect ends.

111
112
Hexplosive Trap
4th level abjuration

Casting Time: 1 hour


Range: Touch
Components: V, S, M
Duration: Until dispelled or triggered

When you cast this spell, you inscribe a trap that later unleashes a magical effect. You

inscribe it either on a surface (such as a table or a section of floor or wall) or within an

object that can be closed (such as a book, a scroll, or a treasure chest) to conceal it.

The trap can cover an area no larger than 5 feet in diameter. If the surface or object is

moved more than 5 feet from where you cast this spell, the trap is broken, and the spell

ends without being triggered. The trap is nearly invisible and requires a successful

Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the trap when you cast the spell. For traps inscribed on a

surface, the most typical triggers include touching or standing on the trap, removing

another object covering the trap, approaching within a certain distance of the trap, or

manipulating the object on which the trap is inscribed. For traps inscribed within an

object, the most common triggers include opening that object, approaching within a

certain distance of the object, or seeing or reading the trap. Once a trap is triggered,

this spell ends. When you inscribe the trap it erupts in a 20-foot radius sphere centered

on the trap. The sphere spreads around corners. Each creature in the area must make a

Dexterity saving throw. Choose one of the following.

Incendiary Snare: A creature takes 3d8 fire damage on a failed saving throw, or half
as much damage on a successful one. On a failed save a target must also succeed a

Constitution saving throw. On a failed save, the target is set aflame and takes 1d10 fire

damage at the start of each of its turns until someone takes an action to douse the fire.

Venom Spray: A creature takes 3d8 poison damage on a failed saving throw, or half as
much damage on a successful one. On a failed save a target must also succeed a

Constitution saving throw. On a failed save, the target is poisoned for 1 hour.

Needle Bomb: Each creature in the area must make a Dexterity saving throw. A
creature takes 3d8 piercing damage on a failed saving throw, or half as much damage

on a successful one. On a failed save, a creature takes an additional 1d8 piercing

damage at the start of their next turn.


Faerie Sparks
4th level evocation

Casting Time: 1 action


Range: Self (15-foot cone)
Components: V, S, M (a small piece of stone and metal)
Duration: Concentration, up to 1 minute

Striking together your piece of stone and metal you create a shower of

fiery, magical sparks that burst outwards from your location.

Each creature in a 15-foot cone must make a Constitution saving throw.

A creature takes 4d6 fire damage and is blinded on a failed save, or half

as much damage and is not blinded on a successful save.

113
Sanguine Scent
3rd level divination

Casting Time: 1 action


Range: Self
Components: V, S,
Duration: Concentration, up to 8 hours

You choose a creature you can see within range or choose a creature

you are familiar with on the same plane of existence and mark it in your

mind. The target must make a Wisdom saving throw becoming marked on

a failed save.

You know the direction of the target, the exact distance between you

and the target and the current hit points of the target.

114
115

Magnetosphere
5th level transmutation

Casting Time: 1 action


Range: Self (30-foot radius)
Components: V, S,
Duration: Instantaneous

Holding out your hands and clenching your fists you begin to manipulate the

metal around you. Each non-magical metal construct, object or creature

wearing non-magical metal armour must make a Strength saving throw.

Objects automatically fail the save. On a failed save, the target takes 6d6

force damage and is pulled 5 feet towards you. On a successful save the

target is unaffected.
Vial of Chaos
3rd level evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M, (three mundane items and a glass vial, which the spell
consumes)

Duration: Instantaneous

The spell calls forth random items in your inventory and sacrifices their essence for the

spell. The magic breaks them down inside a vial which you throw as part of the spell at

a creature, object, or surface within range. On impact, the vial detonates in a 5-foot

radius. Any creature in that area must succeed on a Dexterity saving throw. On a

failed save, they suffer one of the following effects, determined randomly by a d10:

1: Soaking Vial: The target is 'wet' and vulnerable to lightning damage for 1 minute

2: Oil Vial: The target is 'flammable' and vulnerable to fire damage for 1 minute

3: Solvent Vial: The target's movement speed is halved for 1 minute

4: Icy Vial: The target takes 1d8 cold damage

5: Explosive Vial: The target takes 1d10 fire damage

6: Rotten Vial: The target takes 1d12 poison damage is poisoned

7: Rusting Vial: The target's takes a -5 penalty to AC for 1 minute

8: Corrosive Vial: The target takes 2d10 acid damage

9: Cursed Vial: The target takes 2d12 psychic damage

10: Maddening Vial: The target suffers from one random short-term madness.

116
Character Sheets
&
NPCs

117
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
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religion
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119
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
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sleight of... alignment

cha stealth ...........................


survival background ...........................
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other & languages ...........................
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& traits
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120
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121
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
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sleight of... alignment

cha stealth ...........................


survival background ...........................
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other & languages ...........................
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& traits
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122
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LEVEL ONE LEVEL FOUR
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123
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
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other & languages ...........................
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............................ equipment
............................ ....................................... features
& traits
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124
LEVEL THREE
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LEVEL ONE LEVEL FOUR
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LEVEL TWO ........................... ...........................
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125
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
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............................ ...........................
............................ equipment
............................ ....................................... features
& traits
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126
LEVEL THREE
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CANTRIPS

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LEVEL ONE LEVEL FOUR
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LEVEL TWO ........................... ...........................
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127
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
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............................ ...........................
............................ equipment
............................ ....................................... features
& traits
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128
LEVEL THREE
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........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL SEVEN
........................... ...........................
........................... ........................... ...........................
...........................
LEVEL ONE LEVEL FOUR
...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL EIGHT
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... LEVEL FIVE ...........................
........................... ........................... ...........................
.......................... ........................... ...........................
........................... ...........................
LEVEL TWO ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... LEVEL NINE
...........................
........................... LEVEL SIX ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
129
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
130
LEVEL THREE
...........................
CANTRIPS

........................... ........................... ...........................


........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL SEVEN
........................... ...........................
........................... ........................... ...........................
...........................
LEVEL ONE LEVEL FOUR
...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL EIGHT
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... LEVEL FIVE ...........................
........................... ........................... ...........................
.......................... ........................... ...........................
........................... ...........................
LEVEL TWO ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... LEVEL NINE
...........................
........................... LEVEL SIX ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
131
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
132
LEVEL THREE
...........................
CANTRIPS

........................... ........................... ...........................


........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL SEVEN
........................... ...........................
........................... ........................... ...........................
...........................
LEVEL ONE LEVEL FOUR
...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL EIGHT
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... LEVEL FIVE ...........................
........................... ........................... ...........................
.......................... ........................... ...........................
........................... ...........................
LEVEL TWO ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... LEVEL NINE
...........................
........................... LEVEL SIX ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
133
player personality

name
passive prof' armour
wisdom bonus class

saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
134
LEVEL THREE
...........................
CANTRIPS

........................... ........................... ...........................


........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL SEVEN
........................... ...........................
........................... ........................... ...........................
...........................
LEVEL ONE LEVEL FOUR
...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... ........................... LEVEL EIGHT
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ...........................
........................... LEVEL FIVE ...........................
........................... ........................... ...........................
.......................... ........................... ...........................
........................... ...........................
LEVEL TWO ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... LEVEL NINE
...........................
........................... LEVEL SIX ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
........................... ........................... ...........................
135
player personality

Judge people on their


name actions, not their titles
passive prof' armour
Pontifus Sage wisdom bonus class
Do what needs to be done
no matter the cost
saving throws
strength ideals
inspiration hit dice speed
dexterity
Power
constitution max hp current hp
str Self-knowledge
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics "I will be the most
powerful wizard in the
animal han..
land!"
arcana
con athletics
hit death
deception dice saves flaws
history Fear of Deep Water
insight
int class Enraged by Wizard
intimidation Schoalrs
Wizard
medicine
nature
level
perception spells and
wis attacks
race
performance
Human ...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
Suspicious and abrasive
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
136
SPELLS
LEVEL ONE
SMOKE SCREEN

LEVEL TWO
FIRE TONGUE
SULFURIC STIFLE

LEVEL THREE
VEIL OF ASH
LAVA BALL
TAR PIT

LEVEL FOUR
-
LEVEL FIVE
WALL OF METAL

LEVEL SIX
INVESTITURE OF METAL

PONTIFUS SAGE LEVEL SEVEN


lava wizard RAVINE
Pontifus Sage is a power-hungry wizard that will stop at
nothing to become the most influential and powerful magic LEVEL EIGHT
wielder in the land. MAGMA TIDE
PYROCLASTIC SURGE
Driven by an unending need to be the best, he strayed into
forgotten magics and ancient powers; for this he was
expelled from ‘The Academy’, a secret school of magic. LEVEL NINE
-
Now cut off from the Wizarding society, he has honed his
use of tectonic magic and volcanic spells, ever increasing
his downward spiral into obsession, power, and madness.

137
player personality

The ends always justify


name the method
passive prof' armour
Minerva Merwitch wisdom bonus class
the ocean is sacred, it
must be treated as such
saving throws
strength ideals
inspiration hit dice speed
dexterity
Nature
constitution max hp current hp
str Nation
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics "The Order of the
Moon Druid will be
animal han.. restored, even if it's the
arcana last thing i do"
con athletics
hit death
deception dice saves flaws
history Fear of being forgotton
insight
int class Enraged by pirates
intimidation
Druid
medicine
nature
level
perception spells and
wis attacks
race
performance
Elf ...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
Quick and suspicious
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
138
SPELLS
LEVEL ONE
WATER WHIP

LEVEL TWO
HYDRO-NOVA
MOON DUST

LEVEL THREE
NORTHERN WATERS
FROST TONGUE

LEVEL FOUR
RIVER'S WRATH
LUNAR LIGHT

LEVEL FIVE
BONES OF THE SEA
BONES OF THE MOON

MINERVA MERWITCH LEVEL SIX


lunar druid STAR FALL
ASTRAL ERUPTION
Minerva Merwitch is from a forgotten order of druids
dedicated to the moon and the tide. Once an elf, she has LEVEL SEVEN
used her druidcraft to become a creature of the waves. MONSOON

Determined to restore the lost power of the Moon Druids, LEVEL EIGHT
she is willing to do anything to save her order from the -
brink of history. She recruits followers from shipwrecks and
coastal towns to brainwash them into the order. LEVEL NINE
STAMPEDE
Very little stands in the way of her plan to reignite the
Forgotten Order of the Moon, and for the sake of all those
at sea, she cannot succeed...
139
player personality

surrounds himself with


name happiness as a diguise
passive prof' armour
Farmer Hod wisdom bonus class
Nothingness is the only
real freedom
saving throws
strength ideals
inspiration hit dice speed
dexterity
Power
constitution max hp current hp
str Change
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics "The world will burn, but
first, all must suffer"
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history Enraged by lawful good
insight
int class Fears losing his power
intimidation
Warlock
medicine
nature
level
perception spells and
wis attacks
race
performance
Human ...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
Easy going and polite
............................ ....................................... ...........................
............................ ....................................... ...........................
............................ ....................................... ...........................
140
SPELLS
LEVEL ONE
SPECTRAL SPIKE
COCOON

LEVEL TWO
ELDRITCH TENDRIL
DART OF DARKNESS

LEVEL THREE
VIAL OF CHAOS
EXPLODING CORPSE

LEVEL FOUR
SAP LIFE

LEVEL FIVE
WALL OF FLESH
WALL OF SOULS

LEVEL SIX
DOOM BLOOM
FARMER HOD LEVEL SEVEN
void warlock CALL OF THE VOID
Known to the people of his village as old Farmer Hod, he is MENTAL MUTINY
thought of as a kind and gentle man who smiles at his
neighbours and gives food to the local orphanage. LEVEL EIGHT
COMET OF CHAOS
But underneath the mask is a monster. Grand Warlock
Jedidiah Hodgomery IV is a chaos-loving void-obsessed
cultist who works to end all life. LEVEL NINE
POWER WORD CONVERT
He sows the seeds of chaos and anarchy, covering his
tracks with kind acts to avoid suspicion - and it works...

No one in his village knows just how close they are to evil.

141
player personality

People in power cannot


name be trusted
passive prof' armour
Rose Blackwood wisdom bonus class
the forest is sacred, it
must be treated as such
saving throws
strength ideals
inspiration hit dice speed
dexterity
Nature
constitution max hp current hp
str Change
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics "My family will pay...but
first i must build my own
animal han.. kingdom..."
arcana
con athletics
hit death
deception dice saves flaws
history Enraged by deforestation
insight
int class Enraged by littering
intimidation
Druid
medicine
nature
level
perception spells and
wis attacks
race
performance
Half Elf ...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
Distinctive and
............................ ....................................... ...........................
detached
............................ ....................................... ...........................
............................ ....................................... ...........................
142
SPELLS
LEVEL ONE
THORN THROW
LEVEL TWO
DISCOMBOBULATION

LEVEL THREE
CONJURE PLANTS
THE ROOT WAY

LEVEL FOUR
MUDSLIDE

LEVEL FIVE
LOWII GROWTH
NAILO'S
HANGING HOMES

LEVEL SIX
DOOM BLOOM
INVESTITURE OF WOOD
QUAGMIRE
ROSE BLACKWOOD
bramble druid LEVEL SEVEN
Rose Blackwood is a dangerous recluse and a fallen WITHERWIND
princess of elven royalty. House Blackwood has disowned
BONES OF
THE FOREST
and renounced her, and so she festers in the forests of man
– rejected by her family and the throne they hold. LEVEL EIGHT
DEATH MEADOW
She has mastered a strange form of druidcraft that is
intertwined with death and deadly flora.

Seldom leaving the borders of her forest, she abducts, LEVEL NINE
robs, and kills any who she deems unworthy to walk the
STAMPEDE
roads beneath its canopy – and that is normally everyone.

143
player personality

You might as well enjoy


name the finer things in life
passive prof' armour
Father Munch wisdom bonus class while you can
kill or be killed
saving throws
strength ideals
inspiration hit dice speed
dexterity
Independance
constitution max hp current hp
str Greed
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics "I don't need anyone else
to be a success, I'll rule
animal han.. with fear if i have to"
arcana
con athletics
hit death
deception dice saves flaws
history Fear of inferiority
insight
int class Enraged by embarrisment
intimidation
Monk
medicine
nature
level
perception spells and
wis attacks
race
performance
Halfling ...........................
religion
...........................
...........................
sleight of... alignment

cha stealth ...........................


survival background ...........................
...........................
other & languages ...........................
............................ ...........................
............................ ...........................
............................ equipment
............................ ....................................... features
& traits
............................ ....................................... ...........................
............................ ....................................... ...........................
Agressive and
............................ ....................................... ...........................
Dishonest
............................ ....................................... ...........................
............................ ....................................... ...........................
144
SPELLS
LEVEL ONE
STOMP

LEVEL TWO
SPIRIT LIMBS
SERAPHIC JUSTICE

LEVEL THREE
INAVARI
CRESCENT SWEEP
CENSER

LEVEL FOUR
-

LEVEL FIVE
SCALE SKIN
INNER FLAME

LEVEL SIX
DAWN SHIELD
SACROSANCT
FATHER MUNCH
fallen monk LEVEL SEVEN
-
Before his fall from grace, Father Munch was a renown
teacher in a warrior temple that taught the forgotten ways
LEVEL EIGHT
of the monk. After an attack where he killed his star pupil in POSTULANT'S
a fit of rage and jealousy, he was cast out. RESPITE

After years on the road Munch was ambushed by bandits, LEVEL NINE
but Munch won, sparing their lives in exchange for fealty. ONE THOUSAND
CUTS
Munch now runs a growing underground bandit ring,
adding a small amount of order to the seemingly endless
highway attacks and muggings that blight the land.

145
146

Alphabetical Glossary
A D
75 - Aegis of the Weak 81 - Dart of Darkness
108 - Air Walking 66 - Dawn Shield
102 - Apex Arrow 18 - Death Meadow
69 - Arrow's Mark 111 - Discombobulation
35 - Artorius' Porangi Clap 49 - Divine Tracking
56 - Astral Eruption 10 - Doom Bloom
55 - Avalanche 26 - Dune
109 - Awaken Construct
E
B 41 - Eden Seed
110 - Eldritch Tendril
43 - -Banshee Shriek
38 - Enervate Senses
50 - Bile Fang
97 - Ensorcelled Snare
108 - Blood Fury
20 - Exploding Corpse
103 - Bones of the Forest
90 - Bones of the Moon F
99 - Bones of the Sea
113 - Faerie Sparks
48 - Bubonic Belch
104 - Fate Weave

C 13 - Feather Blade
47 - Fire Tongue
58 - Cacophony
47 - Frost Tongue
88 - Call of the Void
68 - Censer G
60 - Cerebral Smash 46 - Ghost Galley
51 - Cocoon 82 - Glyph of Stasis
49 - Cold Blood
09 - Conjure Plants H
59 - Control Metal 112 - Hexplosive Trap
44 - Comet of Chaos 73 - Hydro-Nova
71 - C-Sharp 93 - Hymn of the Ancients
147

Alphabetical Glossary
I P
22 - Ice Armor 52 - Pilferbreath
36 - Inavari Crescent Sweep 85 - Postulant's Respite
74 - Inner Flame 75 - Power Conduit
48 - Investiture of Metal 57 - Power Word Antidote
96 - Investiture of Wood 30 - Power Word Convert
33 - Power Word Know
L 65 - Power Word Push
29 - Lava Ball 70 - Power Word Teleport
77 - Liquify Mind 107 - Psychic Schism
27 - Lowii Growth 94 - Pustulant Pox
31 - Lunar Light 12 - Pyroclastic Surge

M Q
95 - Magma Tide 100 - Quagmire
115 - Magnetosphere 42 - Quicksand
43 - -Meric's Fortify Health
33 - Memry's Opus Corpus
R
64 - Mental Mutiny 63 - Ravine
80 - Mimicry 101 - River's Wrath
61 - Monsoon 102 - Rot Foot
15 - Moon Dust
S
54 - Mudslide
72 - Sacrosanct
N 34 - Sand Shift
28 - Nailo's Hanging Homes 114 - Sanguine Scent
42 - Northern Waters 76 - Sap Life

O
22 - Scale Skin
39 - Seraphic Justice
25 - One Thousand Cuts 62 - Shadow of Madness
148

Alphabetical Glossary

92 - Shatterblade V
94 - Sheild Throw 19 - Veil of Ash
26 - Smoke Screen 14 - Venom Rain
106 - Snow Flurry 116 - Vial of Chaos
17 - Sonic Boom 84 - Vile Tide
62 - Spectral Spike
28 - Spirit Limbs
W
36 - Splinter Shot 08 - Wall of Crystal
86 - Stampede 78 - Wall of Flesh
89 - Starfall 21 - Wall of Metal
53 - Steam Geyser 24 - Wall of Souls
85 - Stomp 11- Water Whip
16 - Stone Glare 98 - Winter's Bite
32 - Storm Roar 25 - Wisp Trail
105 - Sulfuric Stifle 39 - Witherwind
19 - Summon Bookworm
Y
T
37 - Yuriboz's Impromptu War Wagon
40 - Tar Pit
29 - The Root Way
15 - Thorn Throw
79 - Thunderfoot
23 - Titan's Might

67 - Toxic Touch
Notes
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151
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Created by and Copyright of David Souza and Sarsen Games Ltd 2020. Special thanks

to Luke Dodds and Rachel Bostwick. This book was made possible by our backers on

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